The Save/Load feature is finished! This was a big update, and added about 1.5MB to the size of the application. Here's how it works:
Each Map and Sprite window is saved as an individual ".dat" file. The files are saved as "Map1.dat", "Map2.dat", etc., and "Sprite1.dat", "Sprite2.dat", etc. You may choose to save the files in different directories if you want to save multiple revisions of a game, but do not change the names of the files or they will not re-load. Simply choose the "Save" function from the File Menu, and a window will pop up prompting you for the directory in which you would like to save the files. The same goes for the Load function, simply choose the directory where the files are located, and click on "load".
:!: Important Note about Sprite editing: The sprites MUST be continuous, in that there can be no blank lines at the top or in the middle. As soon as a blank line is reached (hex $00), Adventure will stop rendering the image. I may add this bit of information as a text field at the top of each sprite window in a future revision, as I'm sure not everyone is going to read every message in this thread before they download CYOA.
Another update: The "Maps" and "Sprites" menu choices have two functions now. If you click on a particular map in the "maps" menu (or a sprite in the "sprites" menu), it will open the window if you've closed it, but it will also bring that window to the foreground if it is already open. It's a good way to navigate through the many windows without searching through them all manually.
My next update will include an improved map guide for the castle mazes, as well as a map of the entire Adventure world, so you can see how all of the various map rooms connect. I'd also like to change the colors of the editing fields to match the original room you are editing. The program will still crash if you attempt to create the binary and choose an invalid path to DASM. I'm still working on fixing that problem. EDIT: I just noticed that the program will also crash if you attempt to load saved files from an invalid directory. It's the same problem, as soon as I figure out how to write the error handling routine, I can use it in both places. For now, just be careful.
Once again, please let me know if you find any bugs in the application. I've taken so much time creating the code, that I haven't had much time to actually do bug testing and USE the application.
I found two bugs in the previous revision. One line in the bridge sprite editor was converting to hex incorrectly, and the default map load for the 'below yellow castle' screen was incorrect. Both have been fixed.
Today is my son's 2nd birthday (party tonight!) and tomorrow's Easter, so I probably won't be posting any more updates this weekend. After I post this thread, I'll go back and add the new version to the first post.
Enjoy!